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FPSC Classic Models and Media / [LOCKED] xplosys models

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xplosys
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Posted: 2nd May 2008 22:02 Edited at: 2nd May 2008 22:05
I thought I would start one of those [INSERT NAME HERE] models threads, since I'm trying to learn, and I'll post my models here as I do so you might have them as well.

The first is a remake of my "Beach Umbrella" that I posted in Deathhead's thread to go with his beach chairs. I made it in about 20 minutes, and after taking my time to redo it, the difference really shows. (to me anyway)

Picture is attached and download in next post.

Best.

Oh yeah.... babe not included.

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xplosys
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Posted: 2nd May 2008 22:03
and the download.

Comments, crits and suggestions welcome.

Best.

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Cheese Cake
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Posted: 2nd May 2008 22:09
Looking great!
Good use of the alpha map.

Leaning Objects To The Side
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Posted: 2nd May 2008 22:11
xplosys one word...AWESOME!! this one is much better. keep up the good work. oh, by the way...thanks for the download.

Cheers,
Tanya.
Aertic
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Posted: 2nd May 2008 22:14
Looks great, but that woman does not look like she's having fun... in the sun.

Leaning Objects To The Side
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Posted: 2nd May 2008 22:23
LT Tatters maybe you need to go over and talk to her and say hi...
@ xplosys how did you inserted the name? Great Job! by the way...

Cheers,
Tanya.
Aertic
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Posted: 2nd May 2008 22:27
Quote: "LT Tatters maybe you need to go over and talk to her and say hi..."


Uhm yeah... I'll go do that...*runs away...*.



Leaning Objects To The Side
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Posted: 2nd May 2008 22:28
LT Tatters ....now that's funny...
Aertic
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Posted: 2nd May 2008 22:30
*runs back* yeah, thats what I had in mind *runs away*
(now its just getting old.)

Luke314pi
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Posted: 2nd May 2008 22:36
I really like the umbrella - keep it up!

SamHH
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Posted: 2nd May 2008 22:48 Edited at: 8th Sep 2008 21:32
The sides of the umbrella could use some smoothing, otherwise looks good!


xplosys
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Posted: 2nd May 2008 22:56
Quote: "xplosys how did you inserted the name?"


The text is typed directly on the map in PhotoShop, and then reversed to make it appear correctly. I used about a 30% gradient overlay to give it a little color variation. Learning how to set up the UV map (and I'm still learning) is a big step.

Quote: "The sides of the umbrella could use some smoothing, otherwise looks good"


Agreed. Thanks for the input.

Best.

Leaning Objects To The Side
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Posted: 2nd May 2008 23:03
xplosys you are doing a AWESOME Job!! keep up the good work.

Cheers,
Tanya.
xplosys
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Posted: 2nd May 2008 23:36
Thanks Tanya.

This one is a wooden foot bridge that spans 3 segments. I wanted to do more with the ropes, but it just got to be too many poly's and doing them texture alone was too flat and unrealistic. So I settled down the middle for some textured cylinders. It's not great, but Ithink it's passable. (Especially in the dark)

Although the bridge sags in the middle (it looked like enough in ms3d) it could use more sag to look right in the game.

Picture is attached and download in next post.

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xplosys
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Posted: 2nd May 2008 23:36
and here is the download.

Best.

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Aertic
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Posted: 2nd May 2008 23:38
WOW!
great work this is just what I needed thanks.

Cheese Cake
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Posted: 3rd May 2008 01:18
Looks great!
But it should be a little bit more like it is hanging.

Also i could help you with the textures if you like.

xplosys
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Posted: 3rd May 2008 02:04
@LT Tatters,

Thank you, I'm glad you can use it.

@Cheese Cake,

Thanks so much for offer and crit, but I have to learn this some time. I need all the practice I can get. LOL

I'm working on a couple of old style lighted signs that hang from a building. I hope to have something to show tomorrow.

Best.

xplosys
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Posted: 4th May 2008 01:13
This is the first sign model, a motel sign. Image attached and download in next.

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xplosys
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Posted: 4th May 2008 01:14
and the motel sign download.

Best.

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bond1
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Posted: 4th May 2008 02:31
That pic oozes ALL KINDS of ambience! It looks so lonely and creepy.

Where did you get that building?

That sign looks great, but could use some dirt to ground it in reality more. What program are you using to texture? Grab a digital camera, take some pictures of some dirty concrete, and overlay it on top of your texture - fiddling with the opacity and contrast.

----------------------------------------
"Your mom goes to college."
xplosys
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Posted: 4th May 2008 02:44
Thanks bond1,

The building is made of MP3 segments.

I'm using an old version of PhotoShop. (V7 I think) Your right... I did an overlay on the red metal for a slight texture, but it was clean. Thanks for the tip.

Best.

Leaning Objects To The Side
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Posted: 4th May 2008 03:44
OMG!! xplosys I am so loving that sign xplosys you are doing a AWESOME Job as always..thanks for the download and keep up the good work.

Cheers,
Tanya.
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 4th May 2008 03:55
Quote: "Learning how to set up the UV map (and I'm still learning) is a big step."

Understatement on the big step, not on the learning part.
I hope I can start texturing that good soon, because I am learning a little about those UV Maps too finally.
I have found that FragMOTIONs UV Mapper works well once you figure out the qwerks.

Good job xplosys.

Don't forget to visit Conjured Entertainment

puppyofkosh
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Posted: 4th May 2008 05:06
Looks awesome, especially the bridge.

KeithC
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Posted: 4th May 2008 05:37
They all look great, Brian. I didn't know you were into the art aspect.

Cheese Cake
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Posted: 4th May 2008 16:52
Like the new model!

Inspire
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Posted: 4th May 2008 18:29
They look nice!

The hotel sign is very useful, thanks.

xplosys
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Posted: 4th May 2008 22:38
Cheese Cake and Inspire. Thanks for the comments.

You'll notice that these models are all different. I'm just looking at pictures for inspiration or doing what comes to mind. When and if I get to where I'm satisfied with them, I'll make a pack on a theme that interests me.

This is a cruddy little turnstile for any bus or train station - etc. Image attached and download in next.

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xplosys
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Posted: 4th May 2008 22:39
and the turnstile download.

Best.

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Cheese Cake
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Posted: 4th May 2008 23:13
That is a very nice model!
And a great idea!

This is good for giving barriers in levels (levels that play in a train station of course )
But also giving that extra detail.

Great work man!

Aertic
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Posted: 4th May 2008 23:16
Grreat model xploys, another good contribution from you!
keep it up.

Nickydude
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Posted: 4th May 2008 23:31
Wow, these come as a surprise Xplosys! Very well done.

Leaning Objects To The Side
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Posted: 5th May 2008 01:29
WOW!! OMG!! I think am in love...xplosys you are doing a Fantastic Job!! Awesome work as always..keep up the good work...by the way...thanks for the download...you have just made my day.

Cheers,
Tanya.
Luke314pi
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Posted: 5th May 2008 03:06
The new models look great!

Here is something I do to make my textures more realistic: Make a new layer in photoshop. Set a brush with a size of 1 pixel and a hardness of 100%, and grab the color white. Draw in scratches in logical places, or even just scribble like crazy. Then give it a gaussian blur of about 0.3, set the blending options for that layer to overlay or hard light, and then drop the opacity down to about 30%.

xplosys
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Posted: 5th May 2008 03:39
Thank you everyone for your comments.

Luke314pi,

Thanks for the tip. I used a dirty concrete texture to overlay the last one. That sound interesting. I'll give it a try. It seems I did something like that before on a glass texture.

Best.

xplosys
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Posted: 5th May 2008 18:54
Here is a simple light fixture, wall or cieling... whatever. Image attached and download in next.

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xplosys
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Posted: 5th May 2008 18:55
and the light fixture download.

Best.

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Aertic
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Posted: 5th May 2008 19:07
Brilliant work, keep it up!

FredP
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Posted: 6th May 2008 10:49
I have to say these are some fine models.For someone who is "learning" these are good.UV mapping is a pain and,like you guys,I am finding out that I am being forced to learn more about it as well.
Trying to draw a texture for something round on a flat surface is a pain in the...mouse.
Nice stuff and thanks again for everything.
I gotta tell you I had an "issue" with my PC and lost everything...and I mean everything.
I have been able to find some of the stuff I need from your site.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
KeithC
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Posted: 6th May 2008 15:00
Great; now there's someone else that's passing me by in game media design! I think I may need to streamline my online responsabilities again....or just plain stay off the net more. Perhaps going online once per day is the way to go. Otherwise, I'll never have time to improve my skills.......

-Keith

puppyofkosh
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Posted: 6th May 2008 15:58
This looks awesome, thanks!

xplosys
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Posted: 6th May 2008 18:16
@Keith and puppy, thanks for your comments.

@FredP, Thanks, I sent you an e-mail.

@All, no doubt you've noticed the hard edges on the models. I'm using ms3d, and while smoothing seems to work well in the editor, it seems to get lost when exported from ms3d.

What little I could find on assigning smoothing groups in ms3d is difficult to follow, and seems to be a way to remove auto-smoothing rather than applying it.

Anyone with ms3d experience who can shed some light on smoothing and getting the results into the final product, your help would be most appreciated.

Besides ms3d, I use LithUnwrap 1.3 and PhotoShop7/Paint.net.

Best.

KeithC
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Posted: 6th May 2008 19:21
Are you checking off "Use Shaders" when you run the test level?

xplosys
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Posted: 6th May 2008 19:36
Thanks, I found the problem. You have to apply it and be in the smoothing view when you export the model. That seems to work anyway. Now I can go back to practicing my UV layouts and adjustments. Applying smoothing groups to parts of the model will turn off smoothing to those parts when auto smooth is applied. That seems backwards, but hey.... I didn't make the program.

Best.

xplosys
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Posted: 6th May 2008 23:12
Well, while that did make a difference, there is still a problem, and I wonder now if it is shader related, however setting them on or off seems to make no difference.

Attached is a sample that when well lighted looks fine, but when the lighting is lowered, gets sharp edges again. If anyone has any input (at all) please give it to me.

Best.

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Ocho Geek
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Posted: 6th May 2008 23:25
nah, its lighting faults, dynamic objects aren't as bad cause they use more ambience than lightmaps

xplosys
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Posted: 6th May 2008 23:38 Edited at: 6th May 2008 23:49
Quote: "dynamic objects aren't as bad cause they use more ambience than lightmaps"


True, when I make them dynamic the are smooth, but is there a fix or adjustment to make them smooth without being overly lit or dynamic?

Best.

Flatlander
FPSC Tool Maker
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Posted: 7th May 2008 00:01 Edited at: 7th May 2008 00:06
First of all before I go off topic. I just saw this thread. I have already liked what you have done earlier but these are very good and sooooo usable despite the little things that others have critiqued on and critiquing is good as long as they are constructive so don't get me wrong guys.

FredP, I am really sorry about that crash and burn. When will we (me too) ever learn about making frequent backups. But, just so you know, your experience has made me do a recent backup. I hadn't backed up for quite some time now. Thanks. I know that is no consolation. BTW, I am using a couch and chair that you had made in my first level of the game I'm working on now. They are really funky looking.

Back to the thread. I can see my using most of these models somewhere along in some level of my game. Wow. Thanks again, xplosys.
Cheese Cake
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Posted: 7th May 2008 00:08
I thought it was only possible in dynamic to make them smooth.
In static they always have hard edges etc.
If you dont want it to be that bright...than you could edit the texture...
But of course maybe in some scenes it would be to dark.

Hmm well...yeah i dont think its possible to have a better effect in static.
If there is a way than i would like to know aswell.

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